Base Class: Fighter
Elemental Knights train in the construction of elemental weapons thou these are not stronger then normal weapons by any means, this practice comes with other benefits. These practices include Inferno a force of raw destructive power, Tempest an all reaching force, Blizzard a silent chilling weapon, Forest a force of protection and retribution.
Elemental Weapon
At 3rd level, You can summon an elemental weapon to your hands as a bonus action, this weapon deals 1d8 of either fire, cold, lightning or acid damage, you choose which one when you summon the weapon, the weapon remains active till you use another bonus action to summon another one or end your turn not wielding it.
- Inferno| Fire damage.
- Blizzard| Cold damage
- Tempest| Lightning damage
- Fallout| Acid damage
This weapon has the Finesse property and counts as a Martial melee weapon.
(If using a bot like avrae you will need to make custom attacks for it)
Uniqueness of the Weapon
At 7th level, Your weapon becomes more unique depending on the element of the weapon.
- Inferno, Your weapon gains the Versatile property and deals 1d8/1d10 fire damage. As an action you can cause each creature within 5 ft of you to make a dexterity saving throw DC = 8 + prof + Constitution Modifier, on a fail they take 1d6 fire damage. On a success they take no damage.
- Blizzard, Your weapon gains the ranged property and know deal 1d6 cold damage. The range of this weapon is 120/240.
- Tempest, Your weapon gains the Reach and Two Handed properties and continues to deal 1d8 lightning damage. (This counts as a polearm.)
- Fallout(acid), Your weapon covers you as if it was Armour, and offers a +1 to your Armour class when used. You can use this Armour as a weapon dealing 1d6 acid damage on a hit.
Elemental Effects
At 10th level, your elemental weapon grows more.
- Inferno, When you score a critical hit with this weapon you deal an extra 1d10 fire damage. (This equates to 2d8/2d10+1d10)
- Blizzard, Once per turn, When you hit a creature with this weapon they loose 10 ft of movement till the end of their next turn.
- Tempest, When you hit with this weapon on your turn, your next attack can come from the location of the creature when you hit it, as the lightning from your weapon bounces across them.
- Fallout, Once per turn when you hit a hostile creature with this weapon, it takes a -1 penalty to it's Armour class till the end of it's next turn.
Gift of the Elements.
Starting at 15th level, The elemental weapon you use strengthens you as well.
- Inferno, When you take the attack action on your turn you can use your bonus action to make a single attack with this weapon against a creature you have not attacked this turn.
- Blizard, When your movement speed is reduced you can sacrifice your bonus action to restore your movement speed for 1 round.
- Tempest, When a creature ends it's turn within 10 ft of you you ca use your reaction to move 10 ft away from it. This movement doesn't provoke opportunity attacks.
- Fallout(Acid), When you take damage from a creature within 5 ft of you, you can use your reaction to make one melee attack with this weapon against it.
Elemental Ascension
At 18th level, You draw out for a limited period of time the truest power of your elemental weapons. As a bonus action once per long rest, you ascend your weapon, this lasts for a minute or until you attempt to change the element of the weapon. The weapon now deals the damage type it ascended to.
- Inferno Ascends to Solar, your weapon now deals radiant damage and sheds bright light out to 30 ft additionally when you crit on an attack with this weapon you cause the creature to become blinded till the start of your next turn For the Duration. The features of Inferno effect Solar.
- Blizzard Ascends to Death, your weapon now deals necrotic damage and gives you 1d6 Temporary Hit Points when ever you kill a creature with it. (This does not stack.) For the Duration. The effects of Blizzard effects Death.
- Tempest Ascends to Storm, your weapon now deals Thunder damage and gains the ranged property it has a range of 60/120, additionally it Ignores half and quarter cover. The effects of Tempest do not effect Storm.
- Fallout Ascends to Landslide, your weapon now deals Bludgeoning damage and is able to be used to a single attack as a bonus action, additionally this gives you an extra +1 to Armour Class. This weapon counts as magical for the purpose of over coming resistance and immunity to non-magical damage. The features of Fallout effect Landslide.
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